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CnC_Renegade/Code/ww3d2/texfcach.h

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/* $Header: /Commando/Code/ww3d2/texfcach.h 3 3/26/01 10:45a Jani_p $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WW3D *
* *
* $Archive:: /Commando/Code/ww3d2/texfcach.h $*
* *
* $Author:: Jani_p $*
* *
* $Modtime:: 3/23/01 11:15a $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef TEXTFCACH_H
#define TEXTFCACH_H
#include "always.h"
#include <assert.h>
#include <tagblock.h>
#ifdef WW3D_DX8
//#include <srTextureIFace.hpp>
class FileClass;
//class srColorSurfaceIFace;
class TextureFileCache
{
public:
TextureFileCache(const char *fileprefix);
virtual ~TextureFileCache();
virtual void Reset_File();
// Find texture in the cache. Returns TRUE if texture found inside of cache.
int Texture_Exists(const char *fname);
// Create the initial surface that is based off of the original texture.
// The surface is not filled in with texels since we don't convert this.
// This will also set TextureHandle up.
srColorSurfaceIFace *Load_Original_Texture_Surface(const char *texturename);
// Given a texture that has been loaded, save it in our file cache.
bool Save_Texture(const char *texturename, srTextureIFace::MultiRequest& mreq, srColorSurfaceIFace& origsurface);
// Load texture data from cache into a multirequest structure.
bool Load_Texture(const char *texturename, srTextureIFace::MultiRequest& mreq);
//bool TextureFileCache::Load_Texture(const char *texturename, srTextureIFace::MultiRequest& mreq);
// Check that file is in cache, is not - load and save all mipmap levels
bool Validate_Texture(const char* texturename);
// Load a surface from the file cache, null if does not exist.
srColorSurfaceIFace *Get_Surface(const char *texturename, unsigned int reduce_factor);
protected:
struct FileHeader {
enum {
// Put in date when format is changed.
TCF_VERSION = 20000814,
};
// Will change whenever a new file version is made.
int Version;
};
// The file format for each texture is as follows:
// _TextureBlockHeader {...}
// int MipMap[0].Offset
// ...
// int MipMap[_TextureBlockHeader.NumMipMaps - 1].Offset
// int Offset of end of block to get size of last MipMap.
// rawdata MipMap[0]
// ...
// rawdata MipMap[_TextureBlockHeader.NumMipMaps - 1]
// End of BLock
struct TextureBlockHeader
{
// Time data stamp of file.
unsigned long FileTime;
// Number of mip maps in texture (including first one).
int NumMipMaps;
// Dimensions of first mip map level saved. This is normally the same as
// Source* but can be different when certain texture creation methods are done.
int LargestWidth;
int LargestHeight;
// Dimensions of original surface/art work.
int SourceWidth;
int SourceHeight;
// This is the pixel format used to create the sources original surface.
srColorSurfaceIFace::PixelFormat SourcePixelFormat;
// Pixel format that we have saved in.
srColorSurfaceIFace::PixelFormat PixelFormat;
TextureBlockHeader():NumMipMaps(-1),SourceWidth(-1),SourceHeight(-1),LargestWidth(-1),LargestHeight(-1) {}
};
// Each texture has an offset into the file and it's size when uncompressed.
struct OffsetTableType
{
OffsetTableType() : Offset(0), Size (0) {}
// Offset of texture in file.
int Offset;
// Size (uncompressed) of texture. The size of the compressed texture
// is caclcuated by Texture_Size() below.
int Size;
};
protected:
enum {
MAX_CACHED_SURFACES = srTextureIFace::MAX_LOD,
};
// Pointer to the low level file managment. TagBlockFile handles the seperation
// of the different 'texture files'. This class deals with each seperate 'texture file'.
TagBlockFile File;
// Name of last texture loaded so we know if things need to be thrown away or not.
char *CurrentTexture;
// Handle for current texture in cache. This is created by Open_Texture_Handle().
TagBlockHandle *TextureHandle;
// Header that has been loaded by Open_Texture_Handle().
TextureBlockHeader Header;
// The offset table is loaded into memory when the file is opened.
OffsetTableType *Offsets;
// Cache pointers to data that has already been loaded for this texture.
srColorSurface * CachedSurfaces[MAX_CACHED_SURFACES];
// Number of cached textures we have.
int NumCachedTextures;
protected:
// Buffer to compress into and decompress out of.
// static char *CompressionBuffer;
// static char *EOCompressionBuffer;
// This keeps track of number of instances of the TextureFileCache.
// This way static variables are only freed when all instances have been deleted.
// static int Instances;
// Access to previously cached textures so they do not have to be read off of disk.
void Add_Cached_Surface(srColorSurface *surface);
srColorSurface *Find_Cached_Surface(int size);
srColorSurface *Find_Smallest_Cached_Surface();
int Texture_Size(int lod) {
assert(Offsets);
assert(lod < Header.NumMipMaps);
return(Offsets[lod].Size);
}
int Compressed_Texture_Size(int lod) {
assert(Offsets);
assert(lod < Header.NumMipMaps);
return(Offsets[lod + 1].Offset - Offsets[lod].Offset);
}
bool Open_Texture_Handle(const char *texturename);
void Close_Texture_Handle();
void Read_Texture(int offsetidx, srColorSurface *surface);
srColorSurfaceIFace *Create_First_Texture_As_Surface(srColorSurfaceIFace *surftype);
static char *_Create_File_Name(const char *fileprefix);
static char *_FileNamePtr;
};
#endif //WW3D_DX8
#endif //TEXTFCACH_H